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ACROBATICS
NAME
    acrobatics - the ability to twist and turn and flip out of the
                 range of an attack

DESCRIPTION
    A trained acrobat is very effective in combat, having the
    ability to dodge an opponent's blows, twist and turn under the
    range of their weapons, and nimbly flip out of the way of an
    incoming attack. A master of acrobatics is often a very capable
    opponent.


	
THROW
NAME
    throw - throw a item (weapon or object) at a target

SYNOPSIS
    throw <item> [<target>]

DESCRIPTION
    The THROW command is used in combination with the 'throwing'
    proficiency, which is a prime skill of rogues. This command can
    be used to throw explosives, flash bombs, smoke bombs, special
    throwing knives, throwing axes, potions, herbal mixtures, and
    other items at a target.

    Thrown explosives, depending on the skill and luck of the thrower,
    have a chance of prematurely exploding and reversing their effects.
	


HERBALISM
    Common Herbs
    The most common types of herbs, and their associated powers, are: 

    Name                    Group           Power 
    celidonia               Agares          1 
    centaures               Barbatos        4 
    eliotropia              Samigina        8 
    jusquianus              Marbas          10 
    lillium                 Valefor         14 
    lingua canis            Amon            18 
    queri                   Sitri           23 
    mepeta                  Paimon          25 
    milisopholos            Buer            32 
    verbena                 Sallos          33 
    provinca                Gusion          41 
    rosa                    Beleth          50 
    salvia                  Leraje          64 
    serpentia               Eligos          88 
    urtica                  Zepar           92 
    usicur                  Botis           99 
    virga pastoris          Marax           72 
    sedum rosea             Andromalius     -1 

    Common Mixtures
    As multiple mixtures exist that produce the same effects, a listing
    of the most common mixtures follow. Additional mixtures can be
    discovered and crafted if the herbalist possesses a magically-enhanced
    mortar and pestle. 

    Spell Name              Mixture Components
    Awaken                  celidonia and eliotropia 
    Blindness               jusquianus, mepeta, milisopholos, and provinca 
    Calm                    eliotropia, mepeta, and queri 
    Cause Light             celidona and jusquianus 
    Cure Light              milisopholos and lingua canis 
    Cure Poison             jusquianus, queri, and urtica 
    Death Grip              eliotropia, mepeta, queri, and serpentina 
    Detect Invisibility     celidona, eliotropia, and lillium 
    Reveal                  centaures and verbena 
    Refresh                 salvia and verbena 
    Sense Life              celidona, eliotropia, lillium, mepeta, and queri
	


ETHEREAL FORM
NAME
    ethereal form - renders the target invisible

SYNOPSIS
    cast 'ethereal form'

DESCRIPTION
    This powerful spell transposes all the matter in a target's body
    with an equal amount of matter from the ethereal plane. As a
    result they become completely invisible, and cannot be detected by
    any method. However, the spell is incomprehensible to mere
    mortals, and will only occur at random due to a surge in magical
    energy from a botched casting. While the effect only lasts for a
    short time, it is sometimes an inconvenience since it prevents
    the victim from interacting with shopkeepers.
	


NEXUS
NAME
    nexus - opens a magical gateway to another destination

SYNOPSIS
    cast nexus 

DESCRIPTION
    This very powerful transportation spell creates a magical portal
    between two locations within the same zone. The gate's will last a
    specific amount of time, depending upon the level of the caster. A
    nexus cannot be opened in a PK room, or any room that is protected
    by a special enchantment.
	


ABJURE
NAME
    abjure - attempts banishes creatures to their native planes of existence

SYNOPSIS
    cast abjure 

DESCRIPTION
    This spell attempts to return entities from their current plane of
    existence to their natural 'home', their originating plane of
    existence. This spell can be used in any plane of existence to
    return any creature, if the caster is powerful enough.
	
 
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